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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef FX_ENVELOPE_H
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#define FX_ENVELOPE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "fx.h"
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#include "view.h"
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#include "view_scene.h"
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#include "materialsystem/imaterialvar.h"
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class C_EnvelopeFX : public CDefaultClientRenderable
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{
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public:
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typedef CDefaultClientRenderable BaseClass;
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C_EnvelopeFX();
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virtual ~C_EnvelopeFX();
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virtual void Update( void );
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// IClientRenderable
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virtual const Vector& GetRenderOrigin( void ) { return m_worldPosition; }
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virtual void SetRenderOrigin( const Vector &origin ) { m_worldPosition = origin; }
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virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; }
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virtual const matrix3x4_t & RenderableToWorldTransform();
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virtual bool ShouldDraw( void ) { return true; }
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virtual bool IsTransparent( void ) { return true; }
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virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
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void SetTime( float t ) { m_t = t; }
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void LimitTime( float tmax ) { m_tMax = tmax; }
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void SetActive( bool state = true ) { m_active = state; }
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bool IsActive( void ) const { return m_active; }
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virtual void EffectInit( int entityIndex, int attachment );
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virtual void EffectShutdown( void );
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protected:
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void RemoveRenderable();
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int m_entityIndex;
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int m_attachment;
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bool m_active;
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float m_t;
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float m_tMax;
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Vector m_worldPosition;
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};
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#endif // FX_ENVELOPE_H
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